About The Story of Red Cloud

The Story of Red Cloud is a massive full game Zelda/Dark Souls inspired adventure built inside the world of Terraria. It will take players through 12 dungeons spread across an expansive and inter-connected world, encompassing an estimated 15 to 30+ hr experience that will offer enough to do and see to enjoy more than one playthrough.

DOWNLOAD LINK: ---
See the big Download button to the right, a little bit up, or see the Files Tab for the latest download.
(Check the Read Me before playing. Everything needed to play is included. See the Game Install Instructions for details on installing the mod, the custom soundtrack and the map. (Takes less than 4 minutes)

New with v1.0.8: Sandbox Edition of the mod with an enhanced randomly generated world

Over 7 months in development

THINGS I'D LOVE TO SEE:---
Let's Plays of this map (I'll watch every one)
Reviews/Feedback
Remixes using this map and/or mod (with credits and a link back to the OP for this map)
Trailers/ Video Overviews/Reviews

Dark Knights should no longer spawn in your village with NPCs nearby. I also reduced their firing speed.

Reduced spawning of Warlocks slightly.

Reduced Zombie Worm head damage.

Dungeon Mages now only spawn before HM.

Reduced the health of Serris' first form and increased it slightly for the second form.

The Crazed Purple Crush projectile no longer confuses (used by Fire Fiend Marilith and other enemies). Instead it poisons you, prevents regeneration, and cripples you for 10 seconds (reduced flight ability). :) Seems like a fair trade-off right? 2 of the debuffs have more than one counter though.

Increased the health of some mages.

Increased difficulty of Attraidies' first and second forms (health and damage boosts, plus some added debuffs). To compensate with the 2nd form, I also made the boss and boss minions teleport farther away from the player, reduced the Chaos spawns slightly and reduced the health of Disciple of Attraidies, which now drops 3 Healing Elixirs on death.

Necromancers, elementals and several other enemies are now immune to lava and can jump on lava.

Gazing Shield is easier to craft. This is a must for all melee warriors.

Added a tip for the Covenant of Artorias ring so its more clear that you need to remove the ring to escape the Abyss (perpetual blood moon).

1.1q
Install Folder

Included the latest Game Launcher, which is necessary to install to use this mod and tConfig side-by-side with the latest Terarria 1.2 update made by Relogic.

Updated installation instructions for those installing tConfig for the first time (post 1.2) or for those who had installed tConfig before but have since updated to 1.2.

Most of Solaire's items are now cheaper to buy. He also sells throwing axes, which can be upgraded into a great melee weapon.

Increased the soul crafting cost of the extremely overpowered Celestriad. Craft this if you're ready to end the game in a very silly way.

Increased the mana used by Starfall to 800.

Map

The Story of Red Cloud: Fixed a path that leads out of the new Meteorite Dungeon Slogra arena. It wasn't possible to go past before without the Shiny Red Balloon you get from the secret Earth temple. Now you can go this route with only the double jump ability. I also made the Skeletron arena a little less crazy with the skeleton summon statues. I improved the loot of a locked chest in the corruption temple and a couple other chests. Plus some other small things.

1.1o
Mod

The Tinkerer's Workshop is now sold by the Archeologist as well as the Goblin Tinkerer.

Increased the health and damage of the Shadow Dragon.

Attraidies' final form also spawns the Shadow Dragon at various times.

3 vanilla enemy lasers have received a damage buff, which has increased the difficulty of the Wall of Flesh, The Twins, the Destroyer, and Skeletron Prime.

Mushrooms, Glowing Mushrooms and Goldfish no longer trigger potion sickness when used. (No more accidently eating one of these and dying because you meant to use a healing potion but one of these slipped into your inventory. :) To compensate, mushrooms and glowing mushrooms heal slightly less.

Bloodred Moss Clump now heals 25 HP.

Increased the difficulty of the Slogra and Gaibon boss fight.

Increased spawn chance of Tetsujin in the SHM meteorite biome and from 7-9/10ths width of the map in the sky (more at night, more during blood moons).

Map===

The Story of Red Cloud: Added a lot more housing under the village. Added the Tinkerer's Workshop to the village and in a couple other places. Added a couple more small shortcuts in the beginning area. Added a couple more torches to illuminate things you might not normally see depending on your lighting settings. Added a clue-sign in the Merchant's house. Finally decided to add a demon altar below the village.

1.1n
Mod===

Increased the length of time between teleporting for all mage-type enemies (a highly requested feature).

MP: Some mage enemies will no longer teleport to other players if they are far enough away.

Rebalanced Molten Armor set upgrades (melee and magic specialization). They are both now roughly equal but different, and more powerful. Both cost 9000 souls.

Added Ancient Dwarven Armor with an upgrade path both from Omnir's Mod. It's a custom melee set that you get from upgrading silver armor, +3 gold bars and 1500 souls.

Nerfed Old Double Axe swing speed.

Added Shadow Ninja set, a HM end-game tier set that is an upgrade of the Black Belt Gi set (needs 3 soul of fright and 40k souls). It also has a SHM upgrade.

Fixed Longinus and it's upgrade not doing double damage when falling. Though I reduced it to 1.5x damage in this update. Removed toolTip that says it randomly heals for now.

Removed 3 second "Curse" (can't use items) from Anti-Gravity Blast attack used by Attraidies and others.

Increased difficulty of Attraidies.

Slight nerf to Star Fall.

Slightly buffed Ancient Dragon Lance.

Maps===

Added IcyPRO's Minilands v4 - Iced! to the Sandbox Edition Maps folder. This is IcyPRO's updated minilands map, which has many new enhancements. With only 2 demon altars and everything taking place on mini-islands, this should prove to be quite a unique challenge. :) Leave your impressions, comments and more here: http://www.terrariaonline.com/threads/minilands-v4-iced.76761/ Goes without saying, a let's play of this map with the dark souls mod would be super cool to see.

Story of Red Cloud: Added gold bars to the first dungeon to craft the upgraded silver armor. Added 2 signs. Added a torch to make gold armor easier to find. Added small short-cut near town well.

1.1m
Mod

Reduced soul cost of Slime Talisman from 1000 souls to 200 souls.

Ancient Great Bow now auto-fires.

MP: Fixed spawning of Hellkite Dragon, Seath the Scaleless and the Jungle Wyvern using their respective summoning item.

Raised mana cost of Ice Tome 1 by 2 mana (it was pretty OP and still is awesome now - as good as the Bolt tomes).

Increased difficulty slightly of Slogra and Gaibon.

Increased difficulty and spawn rate slightly of Basalisk Walkers in the meteor biome at day and at night.

MP: Fixed Giga Drill sprite not appearing correctly to other players.

Increased soul cost of Forgotten Axe and Forgotten Great Axe.

Fixed The Unknowable's tool tip about breathing underwater.

Fixed Cruel Arrow error message and increased the arrow's speed and number of unique enemies it does 8x damage against.

Map

The Story of Red Cloud: Added water walking potions to the Eye boss battle in the secret Earth temple. Removed 30 Gravity Potions from Meteor Temple so players can't cheese the Slogra fight. You can now find jungle armor hidden in the meteor temple. Added a sign near eye battle for clarity. Added flippers to the end of the secret earth temple. Added 30 Regen potions to secret Hermes Boots location. Added more goodies to several other chests near the early game plus some other tweaks.

Autosave Players is highly useful for MP to guard against player data loss from unexpected crashes.

1.1i
Mod

Nerfed damage and knockback of Diamond Pickaxe. You'll get this item when creating a new character with either of the Dark Souls Sandbox Editions loaded.

Necromancer Elemental no longer drops Forgotten Ice Bow as I forgot I changed it to a end-game SHM weapon.

Thorn Decapitator can now be auto-swung.

Nerfed the debuffs of Shadow Orb, used primarily by Attraidies. Curse Buildup and Fracturing Armor only have a 1 in 8 chance and the rest are 1 in 2.

Rebalanced Fire Spirit Tomes. They no longer pass through walls and fitting with the fire theme, cannot be shot underwater. They can now do critical hits however and have a high chance to light enemies on fire.

Added Anomaly0.01's amazing custom sandbox adventure map "Elfheim: An Exploration Map" to the Sandbox Maps folder. This is a MUST-PLAY with the Dark Souls (Sandbox Edition) mod turned on! It is truly a wonderful map with incredible art direction on-par with the style and quality of The Story of Red Cloud map (if no one minds me saying so). :) The map uses an open, no rules sand-box format and everything in the Dark Souls mod is accessible. Give it a try and share your impressions. A let's play of this map/mod combo would also be excellent. Go here to visit the map's official thread: http://www.terrariaonline.com/threads/elfheim-an-exploration-map.102894/

Removed Map "Valley of Lord Gwyn" because it had become outdated compared to the changes made to Valley of Defilment and the updated version essentially provided a merged experience making this map obsolete.

BIG THANKS!
To Yorai for the inclusion of his Serverside Saving & Commands (SSS) mod. Check out his other awesome mods via the link above.
To Anomaly0.01 for the inclusion of his amazing custom adventure map "Elfheim."

1.1h
Mod

Fixed Oswald of Carim - You couldn't talk to him before due to lacking the townNPC=True variable.

Added Wand of Darkness II and Wand of Fire II.

Added upgrade path for Fire Spirit Tome with 4 levels in total.

Improved Ice 2 Tome.

Increased spawning of infantry level dworcs with a slight spawn boost to voodoomasters and headhunters.

Made dworcs unable to drown.

Demonite Bars and Shadow Armor are craftable at Demon Altars now.

Made Attraidies Relics stackable up to 100.

Jungle enemies are now vulnerable to fire.

In the Sandbox versions, when creating a new character, you now start out with better starting gear. :)

Story of Red Cloud: Added "Travel to the Ends of the World Underground" side-quest. The challenge is to travel from the Western Ocean, enter through the sea floor, and travel all the way to the Underwater Observatory without going above ground. :)

Story of Red Cloud: Added A gate to open for your horse near the starting point so you can travel from the village to the jungle with a horse if you're using Flashkirby's Horses and Mounts Mod.

Ragnarok can no longer be crafted. It now has a 2% chance to drop from Ancient Demons of the Abyss.

Fixed reforge price of Bone Blade.

Changed crafting recipes of several weapons formerly made with the Excalibur. Now only Atma and Ultima are created from it.

Raised soul requirement of Power NU armor to be in the same tier as the other 4 end-game armors.

Added Cloud in a Bottle to the secret Earth Temple (actually added it in 1.1f but forgot to mention in the changelog).

Devil's Scythe now goes through walls but has limited range (2.1 seconds).

Map===

The Story of Red Cloud: Removed a wall near a heart just past the EoC arena. You can now access the shortcut.

The Story of Red Cloud MP: Fixed the above and added cloud in a bottle to the secret Earth temple. The map is still out-dated compared to 1.1f so I'm considering scrapping this. The SP map is pretty much compatible anyway.

MISC.
I made it more clear that MiraiMai's Dual Wielding mod is Single-Player only.

Added 1 new hidden mini-dungeon with boss arena in the desert and 2 secret biome areas in the Western part of the world. You'll need to

discover these areas to fight three of the secret post-Attraidies bosses.

Added a new boss arena in the Meteorite Dungeon with an alternate path.

Added a couple more signs with clues and tips.

Added more hidden chests with platinum coins and other goods.

Added an Adamantite Forge in the Western-most part of the world.

Made the Underground Desert dungeon a little harder.

Lots of other small things I can't remember now. ;)

Added a MP version of the map with double beds in all save points and double items when appropriate (but not everywhere). Occasional asymetric

gameplay is intentional. :)

DARK SOUL MAP CHANGES

===========================

Added two new Sandbox maps: Valley of Defilement and Valley of Lord Gwyn. These two maps are the same except Defilement will be noticably

'darker,' literally and figuratively, and also harder. ;)
These two maps are meant to be played with the Dark Souls: Sandbox Edition.

Added IcyPRO's Minilands Hardcore! Dark Souls Edition (His map plus more demon altars and some additional crafting items for playing with the

Dark Souls: Sandbox Edition mod).

BIG THANKS!!!

===========================

To Wooren for re-spriting part of the Lord Gwyn boss and several items.
To Omnir for helping with coding issues and all the great new content used.
To the Avalon team for content and Blahblahbal for coding help.
To Flashkirby99 for content from his Weapons mod and eye glow code.
To Yorai as always for helping me out when I'm in a jam.
To Zero-Exodus for several sprites.
To Zoodletech for more content.
To Scooterboot and W1k for Serris boss.
To Whale Cancer for sprites.
To Ace the Best for some sprites.
To Sapharan for some content from the Legend of Sapharan mod.
To Heartstone25 for Covenant of Artorias blood moon code and help.
To Solenix for some Vertigo Elemental content.
To MiraiMai for the inclusion of the Dual Wielding mod (aka Mainslot-0).
To Grox the Great for coding help.

1.0.9.1
UPDATE: THIS VERSION HAS A TCONFIG BUG. DOWNLOAD VERSION 1.1 because this version is outdated anyway now.
The tconfig bug made the surface world have a hell background and hell enemies.

MAP CHANGES
Removed Mana Flowers from game because the item is too OP.
Fixed lever and gate in secret dungeon connected to the Earth Temple. Added a sign indicating that the Eye can be fought in the secret dungeon. Made the secret dungeon harder, using traps. Made some jumps easier. Made secret Hermes Boots a little harder to get. Added simple but new biome area near jungle.

1.0.9
MOD CHANGES
Updated all mods to tConfig v29.3. 3 New Difficulty Modes for the Red Cloud and Dark Souls (digging allowed) versions. Normal, Hard and Evil D all have "No souls drop on death" variations, with everything else staying the same. All of the difficulty modes are now contained within a single mod, respectively (thanks to Surfpup for this tConfig feature).

To change your difficulty, go to tConfig Settings and click the mod name to cycle through the different options and click reload mods when you get to the difficulty you want to use.

I changed the final surprise boss fight drop (boss credit: Draykon) with some difficulty tweaks (and charge attack) so the boss fight should feel fresh. If you can manage to beat it, it drops a pretty sweet item (although it only works to its full potential if you switch to the Dark Souls digging allowed version of the mod).

I made a fairly significant re-balancing and tweaking of the final boss, Attraidies. The difficulty overall has been increased on all difficulties, while the boss now has 2 extra random summons that will add more dynamic unpredictability to each fight. Harder difficulties drop more souls (a feature unique to the last fight). And, thanks to Yorai's help, the boss now automatically plays the correct boss music (a nod to the final fight in Ocarina of Time, for those keeping score).

One other bit of trivia: this fight was inspired by the Four Kings in Dark Souls. So keeping Attraidies' summoned illusions under control will be key to winning this fight. Hope you enjoy the changes. Let me know how it goes! One thing I recommend for fun: when you summon the boss, try jumping off the platform and fighting him mid-air and then all over the map, to the East or West. It makes for a pretty epic battle!

MORE MOD CHANGES
Much needed nerf to Bolt Tome 4 via increased mana cost. Only Mage-focused classes will be able to wield it.

Undead Caster (the dreaded mage in the 1st dungeon) now spawns slightly less, gives 5 more souls, has a rare chance to drop either the Wand of Fire or Wand of Darkness, and has slightly less health and knockback.

Added Omnir's dash attack to the Krakken (Water Fiend Spirit).

The two early game armors are slightly easier to craft (leather armor and red mage set).

The soul reaper is now easier to craft.

Buffed the damage of the Ultima Weapon and allowed the blade to turn when you turn while holding attack.

Power Armor NU (end-game upgrade from Shadow Armor and 5 soul of Might) has been buffed with increased life regeneration and healing abilities etc, and the tool tip no longer keeps this armor's abilities a secret.

Fixed the knockback issue on the Bolt Tomes and also reduced the knockback on skeletons and zombies.

Nerfed the Goblin Sorcerer.

Increased the difficulty of the Jungle Wyvern.

More polish on the 2nd dungeon (including opening up a new pathway and making the platforming in the beginning a little easier).

The early mountain platforming near the village has been made easier.

Added a hidden item (in a new area within the places accessable from the start) that will allow you to bypass the first dungeon entirely if you wish. But that also means heading into the 2nd dungeon vastly under-armed, so it should add another fun "choose your own adventure" type choice, while making all the hearts in the jungle more useful.

Added some of the items and armor you get from the village plus an orb of light into the beginning of the 1st dungeon so players can immediately dive into the 1st dungeon (skipping the village) if they so choose. (I'm also hoping this will make any future let's plays more dynamic to watch and less linear).

A heart was removed from the 1st and 2nd dungeon also so you might actually be able to use some of the hearts you find in the jungle. That will also make exploring the 2nd half of the corruption temple more useful.

I added a sign in the 2nd dungeon to make it clear the choice the player has (either exploring the 2nd half of the dungeon for the shadow armor, hearts and other treasure or heading to the jungle to the East).

Bumped up the difficulty of the jungle temple a bit to increase the risk/reward/choice between exploring the 2nd dungeon more to get stronger or braving the jungle without these preparations. (An upgraded gold or shadow armor is recommended.)

I made 3 separate copies of the world file so you essentially have 3 different 'save' files (A new character for each world file so you can play through the game as different classes at the same time).

One of the two secret abilities of the corrupt tooth can now be discovered from a sign.

There is an additional magic mirror to be found in the corruption temple slightly off the main path.

Added extra signs with tips.

Made several jumps in the Earth temple and Corruption temple easier.

SANDBOX MAP CHANGES
Made several small changes to the Sand Box Adventure map (updated to 1.0.9). I removed the water from the starting area and from half of the ocean in the middle of the map, and added a large dam. Other changes include more gold keys since gold keys don't drop that often from slimes now. Opened up several more underground tunnels near the beginning of the game. Added more early game items to get you off to a quicker start below the spawn point, including silk and leather for crafting the early game armor upgrades. Also added a couple more magic mirrors and diving helmets. Expanded the jungle in a second area and added more demon altars about the world.

If you are playing with the Dark Souls (Digging Allowed) version of the mod, I highly recommend using this map.

1.0.8.8
Increased the difficulty of some bosses on Normal, Hard and Evil modes. Reduced the difficulty of the final boss on Evil mode. Added a few "sequence-breaking" changes to the map, so that game progression is more linear where it should be. Updated the mod to tConfig v27.1, which includes the source files for those than want to recompile the mod for future updates or want to edit the mod for their own enjoyment. Other minor changes, including some item placement changes or additions in a couple spots, and opened up the first EoW arena. Also removed a couple hearts from the first two dungeons. Moved the 2 additional magic mirrors to different locations so they are not immediately available. Added the newest Dual Wielding mod which is crash-bug free. Hurray! Made spikes and hellstone brick do the same amount of damage as you gain more defense (thanks Yorai) so the 6th and final dungeon provides the intended difficulty. Added the Piggy Bank to most Save Points so that you have both the Piggy Bank and Safe to use for storage at most Save Points. Reduced the number of Greater Healing Potions across the map. Sharks no longer dro

Comments

Hey! I'm Jordan from the YouTube channel MechanicLION. We have many videos including Terraria and Minecraft, full HD video and full HD audio. We'd absoloutely love to play and record your map. Would this be okay?

This is the most amazing thing I have ever seen. I modded minecraft for awhile, but when I moved to terraria i promised myself I wouldnt mod it.

I lied.

This is a combo of my three favorite things in the worls, Zelda, Dark Souls, and Princess Mononoki. I just finished beating the Twins, and I already fought the Machine (mistake on my part, I didnt know i wasnt supposed to be there, i was just looking for the fathers stuff.) but I cant find where to go. I'm not complaining, but here is a list of bugs I have found:

1. Mindflayer servents will warp into the eater of worlds area and when I kill one, an error message pops up. The game still runs, but its kinda annoying.

2. Occasionally, when I dual wield a weapon, the item in my second hand starts floating, and I cant use any weapon with a right click. I have to exit the game for it to start working again.

3.Items randomly dissapearing from a chest. I had 80,000 Dark Souls in a chest, and I logged off. When I got back on later, they were all gone, with nothing but an empty slot where they were. It kinda sucked.

4. The Machine dropped no dark souls and no souls of fright when I first killed him. I killed him again, but I didnt get dark souls again.

I cant get the map to work. I follow the instruction exactly, but when I get to step 8 the game doesnt not launch with the Game Launcher GUI at all, it just opens normal Terraria. I've already Googled other solutions and tried those but they dont seem to work either ; ;

Any advice on what to do now? I'd really like to playthis map, it very easily loks like the best one posted here ^^